unreal.EditorLoadingAndSavingUtils

class unreal.EditorLoadingAndSavingUtils(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

This class is a wrapper for editor loading and saving functionality It is meant to contain only functions that can be executed in script (but are also allowed in C++). It is separated from FEditorFileUtils to ensure new easier to use methods can be created without breaking FEditorFileUtils backwards compatibility However this should be used in place of FEditorFileUtils wherever possible as the goal is to deprecate FEditorFileUtils eventually

C++ Source:

  • Module: UnrealEd

  • File: FileHelpers.h

classmethod export_scene(export_selected_actors_only) None

Exports the current scene

Parameters:

export_selected_actors_only (bool) –

classmethod get_dirty_content_packages() Array[Package]

Appends array with all currently dirty content packages.

Returns:

out_dirty_packages (Array[Package]): Array to append dirty packages to.

Return type:

Array[Package]

classmethod get_dirty_map_packages() Array[Package]

Appends array with all currently dirty map packages.

Returns:

out_dirty_packages (Array[Package]): Array to append dirty packages to.

Return type:

Array[Package]

classmethod import_scene(filename) None

Imports a file such as (FBX or obj) and spawns actors f into the current level

Parameters:

filename (str) –

classmethod load_map(filename) World

Loads the specified map. Does not prompt the user to save the current map.

Parameters:

filename (str) – Level package filename, including path.

Returns:

true if the map was loaded successfully.

Return type:

World

classmethod load_map_with_dialog() World

Prompts the user to save the current map if necessary, the presents a load dialog and loads a new map if selected by the user.

Return type:

World

classmethod new_blank_map(save_existing_map) World

New Blank Map

Parameters:

save_existing_map (bool) –

Return type:

World

classmethod new_map_from_template(path_to_template_level, save_existing_map) World

New Map from Template

Parameters:
  • path_to_template_level (str) –

  • save_existing_map (bool) –

Return type:

World

classmethod reload_packages(packages_to_reload, interaction_mode=ReloadPackagesInteractionMode.INTERACTIVE) -> (out_any_packages_reloaded=bool, out_error_message=Text)

Helper function that attempts to reload the specified top-level packages.

Parameters:
  • packages_to_reload (Array[Package]) – The list of packages that should be reloaded

  • interaction_mode (ReloadPackagesInteractionMode) – Whether the function is allowed to ask the user questions (such as whether to reload dirty packages)

Returns:

out_any_packages_reloaded (bool): True if the set of loaded packages was changed

out_error_message (Text): An error message specifying any problems with reloading packages

Return type:

tuple

classmethod save_current_level() bool

Saves the active level, prompting the use for checkout if necessary.

Returns:

true on success, False on fail

Return type:

bool

classmethod save_dirty_packages(save_map_packages, save_content_packages) bool

Looks at all currently loaded packages and saves them if their “bDirty” flag is set. Assume all dirty packages should be saved and check out from source control (if enabled).

Parameters:
  • save_map_packages (bool) – true if map packages should be saved

  • save_content_packages (bool) – true if we should save content packages.

Returns:

true on success, false on fail.

Return type:

bool

classmethod save_dirty_packages_with_dialog(save_map_packages, save_content_packages) bool

Looks at all currently loaded packages and saves them if their “bDirty” flag is set. Prompt the user to select which dirty packages to save and check them out from source control (if enabled).

Parameters:
  • save_map_packages (bool) – true if map packages should be saved

  • save_content_packages (bool) – true if we should save content packages.

Returns:

true on success, false on fail.

Return type:

bool

classmethod save_map(world, asset_path) bool

Saves the specified map, returning true on success.

Parameters:
  • world (World) – The world to save.

  • asset_path (str) – The valid content directory path and name for the asset. E.g “/Game/MyMap”

Returns:

true if the map was saved successfully.

Return type:

bool

classmethod save_packages(packages_to_save, only_dirty) bool

Save all packages. Assume all dirty packages should be saved and check out from source control (if enabled).

Parameters:
  • packages_to_save (Array[Package]) – The list of packages to save. Both map and content packages are supported

  • only_dirty (bool) –

Returns:

true on success, false on fail.

Return type:

bool

classmethod save_packages_with_dialog(packages_to_save, only_dirty) bool

Save all packages. Optionally prompting the user to select which packages to save. Prompt the user to select which dirty packages to save and check them out from source control (if enabled).

Parameters:
  • packages_to_save (Array[Package]) – The list of packages to save. Both map and content packages are supported

  • only_dirty (bool) –

Returns:

true on success, false on fail.

Return type:

bool

classmethod unload_packages(packages_to_unload) -> (out_any_packages_unloaded=bool, out_error_message=Text)

Unloads a list of packages

Parameters:

packages_to_unload (Array[Package]) – Array of packages to unload.

Returns:

out_any_packages_unloaded (bool):

out_error_message (Text):

Return type:

tuple